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Rules that would be realistic, but be a real drag to have to use
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<blockquote data-quote="Walking Paradox" data-source="post: 5476326" data-attributes="member: 96011"><p>I was re-reading GURPS Martial Arts for GURPS 4th Edition recently and I read their rules for damage to hands; not only can a character take crippling damage from punching an opponent who wears solid armour or from being parried by a weapon-wielder, but even punching somebody in the head could cause that person to take damage unless his hands are protected in some way. (Interestingly, the book says that boxing gloves were invented as much to prevent damage to hands as they were to prevent damage to the person being punched; and that this is why boxers go for the head so often, an example of the law of unintended consequences.)</p><p></p><p>That rule might be realistic (and let's assume for the sake of argument that it is), but it would be no fun to play. Who wants to spend a boatload of points on unarmed fighting skills (plus techniques and supplementary skills) if using that skill is liable to get your hands and feet wrecked? </p><p></p><p>I am not going to go down the road of debating "cinematic vs. realistic" or "simulationist vs. dramatist" here, because that debate is old. What I am more interested in hearing is what other rules would be realistic to have in an RPG, but be absolutely no fun or too cumbersome to play?</p></blockquote><p></p>
[QUOTE="Walking Paradox, post: 5476326, member: 96011"] I was re-reading GURPS Martial Arts for GURPS 4th Edition recently and I read their rules for damage to hands; not only can a character take crippling damage from punching an opponent who wears solid armour or from being parried by a weapon-wielder, but even punching somebody in the head could cause that person to take damage unless his hands are protected in some way. (Interestingly, the book says that boxing gloves were invented as much to prevent damage to hands as they were to prevent damage to the person being punched; and that this is why boxers go for the head so often, an example of the law of unintended consequences.) That rule might be realistic (and let's assume for the sake of argument that it is), but it would be no fun to play. Who wants to spend a boatload of points on unarmed fighting skills (plus techniques and supplementary skills) if using that skill is liable to get your hands and feet wrecked? I am not going to go down the road of debating "cinematic vs. realistic" or "simulationist vs. dramatist" here, because that debate is old. What I am more interested in hearing is what other rules would be realistic to have in an RPG, but be absolutely no fun or too cumbersome to play? [/QUOTE]
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